Blood Hunter
Base Class: Blood Hunter

History has been shaped by magic. Powerful mages can alter reality and bend the very fabric of time and space to their will. Magic has brought great advancements with it. But the inherent risk of it all cannot be ignored. If magic is left to be studied freely then there must be those who can stop a maniac that has aquired too much power and is threatening the fate of the world. Battles between to powerful wizards can result in whole cities being wiped from the face of the earth. A different approach is required. That's where the inquisition comes in.

Inquisitors are blood hunters that specialize in the tracking an taking down of mages. They learn skills and blood magics that allow them to counteract the dangers of spellcasters. A fully traine member is even able to sever the connection of nearby creatures with the weave.

In some places the inquisition are incorporated in the nation they reside in. They act as agents of the local authority, enforcing laws relating to the practicing of magics. In other places the order stays underground. Training for the time a megalomaniac wizard inevitably tries to conquer the land.

Mage Slayer

When you join this order at 3rd level, your Crimson Rite becomes poison to the mind. When a creature that is concentrating on a spell or similar effect takes damage from your crimson rite it has disadvantage on the saving throw it makes to maintain its concentration. Additionally, when a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

Occult Sight

Starting at 3rd level, you become adept at spotting the workings of magics around you. You learn the detect magic spell and can cast it at will. You use your hemocraft modifier for this spell and all spells you learn later as part of this subclass. 

You also gain proficiency in the arcana skill if you are already proficient you gain expertise in arcana instead.

Implements of Antimagic

Upon reaching 7th level, you learn two vital spells to counteract the powerful magics of your opponents. You learn the counterspell and dispel magic spells. You can cast each spell a number of times equal to your proficiency bonus. You regain all expended uses on a long rest.

Magic Resistance

Starting at 11th level, your body naturally resists the unnatural effects of magic. You have advantage on saving throws against spells and spell attack rolls have disadvantage against you.

Arcane Feedback

At 15th level, you can harm your opponents by stopping their spells. When you counter or dispel a spell the caster takes psychic damage equal to two times the spell level.

Magic Anathema

Upon reaching 18th level, you learn to sever the connection to the weave in an area around yourself. You can use an action to spend a hit die to cast the antimagic field spell. Once you have used this feature you can't use it again until you have finished a long rest.

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